최근기사

    The Age of the Vibe-Coding Designer: What Should Indies Be Directing?

    2026년 10월 20일

    Rain98 Steam Demo Released: PAX East’s “Best of Show” Lo-Fi Psycho-Thriller Romance Arrives With Korean Support

    2026년 10월 20일

    Keep It Up! Demo Passes 500,000 Downloads: Drop the Balloon and Your Whole Team Gets Incinerated

    2026년 10월 20일
    Facebook Twitter Instagram
    인디게임닷컴
    • News

      Goodbye Seoul: Itaewon Joins Steam Next Fest With an Expanded Demo: NEOWIZ and JINO Games’ Narrative Puzzle Adventure Reveals New Key Art

      2026년 10월 20일

      The Road of Dust and Sorrow Extended Demo Puts All of Act 1 Online for Free Ahead of December 3 Launch

      2026년 10월 20일

      Finals Week Gets an October 29 Steam Date: DESTINYbit’s Co-op Exam-Cheating Simulator Arms Students With Phones, Walkie-Talkies, and Tranquilizer Pens

      2026년 10월 20일

      KOCCA’s 2026 K-Console Conference Set for November 9: CD Projekt Red, Katsuhiro Harada, Kazutaka Kodaka, and RimWorld’s Tynan Sylvester Headline, With PlayStation and Xbox Onboarding Sessions

      2026년 10월 19일

      2026 IndieCraft Awards: 1HP Studio’s One-Life Shuriken Platformer INARI Takes the Grand Prize

      2026년 10월 19일
    • Recommendation/Promotion

      Rain98 Steam Demo Released: PAX East’s “Best of Show” Lo-Fi Psycho-Thriller Romance Arrives With Korean Support

      2026년 10월 20일

      Keep It Up! Demo Passes 500,000 Downloads: Drop the Balloon and Your Whole Team Gets Incinerated

      2026년 10월 20일

      Hanno: A Magical Tale Revealed in Depth: Portuguese Debut Inspired by the Real Elephant Sent to the Pope in 1514

      2026년 10월 20일

      Orion Blue Demo Arrives Ahead of November 30 Launch: EXLIX’s Ocean-Planet Fishing Life Sim Blends Cast & Chill, Stardew Valley, and Terraria

      2026년 10월 19일

      Foxalot: Steal Together Revealed: A Physics-Driven 1–4 Player Heist Game Where a Gang of Foxes Raids the Village

      2026년 10월 19일
    • Game Review

      CELESTAY Craft&Slowlife Launches on Steam: Tokyo Studio BUBBLE GUM’s Idle Building Game Stacks a Seaside Home All the Way to the Stars

      2026년 10월 20일

      Seolhwa Dungeon Hits Mobile: A Solo Korean Developer Turns Grim Reapers, Imugi, and Gumiho Into the Rules of a Traditional Roguelike

      2026년 10월 17일

      Maldhalla Launches on Steam: An 800,000-Subscriber Korean Tech YouTuber’s Solo-Developed Survivors-Like, Shaped by 50+ Pre-Launch Updates

      2026년 10월 17일

      The Witch’s Bakery Launches on Every Major Platform: A French Debut About Healing Parisians’ Hearts, One Pastry at a Time, Scored in Part by Ghibli’s Cécile Corbel

      2026년 10월 17일

      The End of the Sun Comes to Xbox November 4: Two Polish Developers’ Eight-Year Slavic Mythology Time-Travel Adventure Makes Its Console Debut

      2026년 10월 17일
    • Featured article

      The Age of the Vibe-Coding Designer: What Should Indies Be Directing?

      2026년 10월 20일

      The Day After the Demon King Falls: Where the Indie Story Truly Begins

      2026년 10월 10일

      How Stupid Never Dies Was Built From a Song: Hiroyuki Kobayashi on Making the Music First

      2026년 10월 10일

      G-STAR 2026 Preview: As Major Publishers Stay Quiet, Indie Games Move to Center Stage

      2026년 10월 01일

      [Column] The Two Paths of Steam Survival: Ride the Trend or Sell the Genre?

      2026년 09월 22일
    • Contests/Support

      Meet the Valve Steam Team in Person: “Steam Indie Connect” Opens Applications for a Private K-Indie Developers’ Night in Seoul, October 27

      2026년 10월 06일

      Game Gauntlet Opens “SIM Jam,” a Free Simulation-Themed Game Jam With $1,500 in Prizes: Submissions Close November 5 KST

      2026년 10월 06일

      Face UFO Sweeps Four Awards at Tokyo Game Show’s 19th Sense of Wonder Night — Solo Developer Takahiro Miyazawa Takes Audience Grand Prix, Design, Experimental, and Presentation

      2026년 09월 18일

      Sogang University Opens Recruitment for AI-Specialized Game Development Talent Program — 52 Slots, ₩50 Million in Project Prizes

      2026년 09월 16일

      2026 Connect Fair Wraps: 240+ Meetings Connect 82 Korean Indie Studios With 44 International Partners in Pangyo

      2026년 09월 15일
    • GameCollege
    • 한국어
    • 日本語
    • 中文 (中国)
    Facebook
    인디게임닷컴
    • 한국어
    • 日本語
    • 中文 (中国)
    Featured article

    Hollow Home Preview: Ukrainian Studio Documents the Mariupol Siege Through a 14-Year-Old’s Eyes — Kickstarter Open Through August 24

    전쟁이 자신의 도시에 닥쳤을 때 평범한 사람들의 생존은 어떤 모습이 될 것인가?
    By Desk2026년 07월 30일Updated:2026년 08월 03일6 Mins Read

    Hollow Home began in the Carpathian Mountains. When Russia’s full-scale invasion of Ukraine began in February 2022, the Twigames development team evacuated to a small village in the Carpathians and started building this game. They had just experienced the beginning of what Mariupol’s residents were experiencing — and they decided to document it.

    Over the following months, the team worked with a journalist, collected 600+ records covering daily changes (weather patterns, when electricity failed, when ATMs stopped working), and read actual diaries from Mariupol residents. The characters in Hollow Home are fictional. The city and what happened there are not.

    The game follows 14-year-old Maksym through the days of the Mariupol siege. There are no weapons. There is no combat. There is the daily question of how to spend limited time, who to trust, what to prioritize — and the knowledge that the choices compound into something that either sustains survival or doesn’t.

    The Kickstarter runs through August 24, seeking $15,000 to fund final development before the H2 2026 release. Publishing is already secured through Berlin-based Crunchy Leaf Games — this campaign funds additional content and quality improvements rather than the core development budget.

    What the Game Is Asking

    The narrative survival RPG without combat is a genre that This War of Mine established and that Hollow Home is building toward in a specific way: a first-person child’s perspective, a historically documented siege, and the isometric painting-style aesthetic that makes Mariupol’s destruction beautiful and heartbreaking simultaneously.

    The city changes as Maksym navigates it — zones become inaccessible, new dangers appear, opportunities open and close based on choices made and historical events that occurred. Crafting, cooking, and resource collection maintain Maksym’s morale. Relationships with other characters determine what options are available. The branching narrative and multiple endings mean different players experience different versions of what Mariupol’s siege felt like depending on how they respond to its pressures.

    Developer Valerii Minenko’s stated intention is specific: “When war comes to your city, I want players to experience what survival looks like for ordinary people.” Not the strategic overview of conflict. Not the soldier’s experience of combat. The child’s experience of days that don’t know whether they’ll have electricity, of adults who don’t know what’s happening, of decisions made with inadequate information under conditions that shouldn’t be making these demands on a 14-year-old.

    The Disco Elysium and Planescape: Torment comparison in the coverage reflects the dialogue-centered, portrait-driven narrative style rather than thematic equivalence. The structural ambition is closer to This War of Mine — documenting civilian survival in a specific real conflict — but the specific historical documentation that Twigames has done (the 600+ records, the resident diaries, the journalist consultation) is something This War of Mine‘s designers didn’t have: firsthand proximity to the events they were depicting.

    The Developer’s Position

    Twigames is a Ukrainian studio that started making this game while fleeing the conflict it depicts. This is not a studio that researched a distant historical event; it’s a team that was displaced while building a game about displacement. The gap between the developers’ position and the subject matter is different from most war games because it’s nearly closed.

    This proximity creates specific responsibilities and specific credibility. The 600+ records and the journalist consultation aren’t due diligence on unfamiliar territory — they’re the systematic documentation of something the team lived alongside, the effort to ensure that the game’s representation of Mariupol’s specific siege is accurate to the Mariupol that residents actually experienced rather than a generalized war atmosphere.

    The Award Recognition

    Nordic Game 2024 Pitch Battle winner, Games Gathering 2024 double winner, IndieCup Ukraine 2023 double winner — this award trajectory confirms that the game’s pitch, its visual style, and its design ambitions have been evaluated by industry professionals across multiple contexts and found to be genuinely compelling. The 97% Very Positive demo rating from 42 players confirms that those evaluations are translating into actual player reception of the playable content.

    The Kickstarter Context

    A studio with a publishing deal and a 97% demo rating running a $15,000 Kickstarter is not a studio in commercial distress — it’s a studio using the Kickstarter platform for what it can offer beyond funding: community engagement with a project whose documentation and intention should be understood before it releases. The campaign page presumably tells the development story in ways that a Steam page cannot. Backing Hollow Home is also an act of acknowledging what the team made it through to make the game.

    A Note for This Coverage

    Hollow Home warrants direct engagement with what makes it emotionally and ethically significant rather than only the standard critical framing. This is a game made by Ukrainian developers while their country was under invasion, documenting a siege that destroyed a city most of the world watched in horror from a distance. Playing the demo and finding it 97% positive is a different kind of data point than most demo ratings carry.

    That said, the coverage’s standard approach — assessing the game as a game, not only as a document — is also the right approach for respecting what the developers have actually built. Hollow Home has been designed to be genuinely playable and emotionally resonant as a game; treating it only as testimony would reduce it to its subject matter rather than honoring its craft.

    Who This Is For

    Strong fit for: This War of Mine players who want a specifically documented historical civilian survival experience; players who want to understand what the Mariupol siege felt like from a civilian child’s perspective; narrative RPG fans who specifically want choice-driven survival without combat; players who backed or support Ukrainian game development; anyone who followed the Mariupol siege and wants engagement with it through interactive narrative rather than news coverage.

    This is not a game for: players who need combat to feel engaged with RPG mechanics; anyone who finds war subject matter too emotionally difficult to engage with in a game context; players seeking entertainment rather than a meaningful experience.

    The Takeaway

    Hollow Home is not primarily a game to evaluate. It’s a document of what it meant to be 14 years old in Mariupol during the siege, built by a team that started making it while fleeing the same country, documented against 600+ historical records, and designed with enough craft that 97% of demo players found it a positive experience rather than simply a difficult one.

    The Kickstarter runs through August 24. The demo is available on Steam. The game releases H2 2026.

    Maksym needs to get through another day. The choices about how are harder than any game should make its players work through — and that’s the point.


    Information regarding ‘Hollow Home’
    item detail
    Developer Twigames (Kyiv, Ukraine)
    Publisher Crunchy Leaf Games (Berlin, Germany)
    Genre Epic Survival RPG (No Combat)
    Release platform PC (Steam, Microsoft Store), Xbox Series X|S
    Scheduled for official release second half of 2026
    Kickstarter period July 27, 2026 – August 24, 2026 (20 days)
    Kickstarter goal amount $15,000
    Steam Review (Demo) Very positive (97%, 42 cases)
    Official Channel Official Website, Discord, X, Facebook, YouTube
    Steam Page Shortcut
    Demo Page Shortcut
    Kickstarter page Shortcut
    featured tops
    Desk
    • Website

    It’s time to share your carefully crafted world with players around the globe. #IndieGame #IndieDev

    Related Posts

    The Age of the Vibe-Coding Designer: What Should Indies Be Directing?

    2026년 10월 20일

    Hanno: A Magical Tale Revealed in Depth: Portuguese Debut Inspired by the Real Elephant Sent to the Pope in 1514

    2026년 10월 20일

    Goodbye Seoul: Itaewon Joins Steam Next Fest With an Expanded Demo: NEOWIZ and JINO Games’ Narrative Puzzle Adventure Reveals New Key Art

    2026년 10월 20일

    The Road of Dust and Sorrow Extended Demo Puts All of Act 1 Online for Free Ahead of December 3 Launch

    2026년 10월 20일
    Editors Picks

    Hanno: A Magical Tale Revealed in Depth: Portuguese Debut Inspired by the Real Elephant Sent to the Pope in 1514

    2026년 10월 20일

    KOCCA’s 2026 K-Console Conference Set for November 9: CD Projekt Red, Katsuhiro Harada, Kazutaka Kodaka, and RimWorld’s Tynan Sylvester Headline, With PlayStation and Xbox Onboarding Sessions

    2026년 10월 19일

    Voivod: The Nuclear Warrior Demo Hits Steam Next Fest: The Canadian Metal Band’s 40-Year Sci-Fi Universe Becomes a Run-and-Gun Metroidvania

    2026년 10월 18일

    Become Lets You Play as One Sperm Among Millions in a Race to Create Life, and It Just Won Gold at Tokyo Game Show

    2026년 10월 18일
    Demo
    Demo
    인디게임닷컴
    Facebook RSS
    • Home
    • About Us/Contact
    ㈜플레이앱스 | 발행인: 정무식 | 편집인: 임재청 | 연락처: desk@indiegame.com | 주소: 서울시 송파구 거마로 9길27 202호 | 청소년보호책임자: 임재청
    © 2026 indiegame.com All Rights Reserved.

    Type above and press Enter to search. Press Esc to cancel.